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212 lines
7.5 KiB
C#
212 lines
7.5 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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namespace libTerrain
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{
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partial class Channel
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{
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/// <summary>
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/// Generates a Voronoi diagram (sort of a stained glass effect) which will fill the entire channel
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/// </summary>
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/// <remarks>3-Clause BSD Licensed</remarks>
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/// <param name="pointsPerBlock">The number of generator points in each block</param>
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/// <param name="blockSize">A multiple of the channel width and height which will have voronoi points generated in it.
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/// <para>This is to ensure a more even distribution of the points than pure random allocation.</para></param>
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/// <param name="c">The Voronoi diagram type. Usually an array with values consisting of [-1,1]. Experiment with the chain, you can have as many values as you like.</param>
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public void VoronoiDiagram(int pointsPerBlock, int blockSize, double[] c)
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{
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SetDiff();
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List<Point2D> points = new List<Point2D>();
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Random generator = new Random(seed);
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// Generate the emitter points
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int x, y, i;
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for (x = -blockSize; x < w + blockSize; x += blockSize)
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{
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for (y = -blockSize; y < h + blockSize; y += blockSize)
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{
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for (i = 0; i < pointsPerBlock; i++)
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{
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double pX = x + (generator.NextDouble()*(double) blockSize);
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double pY = y + (generator.NextDouble()*(double) blockSize);
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points.Add(new Point2D(pX, pY));
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}
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}
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}
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double[] distances = new double[points.Count];
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// Calculate the distance each pixel is from an emitter
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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for (i = 0; i < points.Count; i++)
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{
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double dx, dy;
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dx = Math.Abs((double) x - points[i].x);
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dy = Math.Abs((double) y - points[i].y);
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distances[i] = (dx*dx + dy*dy);
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}
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Array.Sort(distances);
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double f = 0.0;
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// Multiply the distances with their 'c' counterpart
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// ordering the distances descending
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for (i = 0; i < c.Length; i++)
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{
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if (i >= points.Count)
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break;
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f += c[i]*distances[i];
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}
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map[x, y] = f;
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}
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}
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// Normalise the result
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Normalise();
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}
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public void VoronoiDiagram(List<Point2D> points, double[] c)
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{
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SetDiff();
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int x, y, i;
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double[] distances = new double[points.Count];
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// Calculate the distance each pixel is from an emitter
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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for (i = 0; i < points.Count; i++)
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{
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double dx, dy;
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dx = Math.Abs((double) x - points[i].x);
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dy = Math.Abs((double) y - points[i].y);
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distances[i] = (dx*dx + dy*dy);
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}
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Array.Sort(distances);
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double f = 0.0;
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// Multiply the distances with their 'c' counterpart
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// ordering the distances descending
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for (i = 0; i < c.Length; i++)
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{
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if (i >= points.Count)
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break;
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f += c[i]*distances[i];
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}
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map[x, y] = f;
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}
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}
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// Normalise the result
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Normalise();
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}
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public void VoroflatDiagram(int pointsPerBlock, int blockSize)
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{
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SetDiff();
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List<Point2D> points = new List<Point2D>();
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Random generator = new Random(seed);
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// Generate the emitter points
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int x, y, i;
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for (x = -blockSize; x < w + blockSize; x += blockSize)
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{
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for (y = -blockSize; y < h + blockSize; y += blockSize)
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{
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for (i = 0; i < pointsPerBlock; i++)
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{
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double pX = x + (generator.NextDouble()*(double) blockSize);
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double pY = y + (generator.NextDouble()*(double) blockSize);
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points.Add(new Point2D(pX, pY));
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}
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}
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}
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double[] distances = new double[points.Count];
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// Calculate the distance each pixel is from an emitter
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for (x = 0; x < w; x++)
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{
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for (y = 0; y < h; y++)
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{
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for (i = 0; i < points.Count; i++)
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{
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double dx, dy;
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dx = Math.Abs((double) x - points[i].x);
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dy = Math.Abs((double) y - points[i].y);
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distances[i] = (dx*dx + dy*dy);
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}
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//Array.Sort(distances);
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double f = 0.0;
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double min = double.MaxValue;
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for (int j = 0; j < distances.Length; j++)
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{
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if (distances[j] < min)
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{
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min = distances[j];
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f = j;
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}
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}
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// Multiply the distances with their 'c' counterpart
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// ordering the distances descending
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map[x, y] = f;
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}
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}
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// Normalise the result
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Normalise();
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}
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}
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} |